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Fragment

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Everything posted by Fragment

  1. Any insight into how you fixed it?
  2. Really, no one has solved this? This seems a pretty major flaw in the design but, from what ive seen, no one has managed to fix it, all the projects in the project section still have these bugs in.
  3. I have found a problem with the engine in the form of a bug with the HOTS and DOTS. This was tested ony my own engine and on the vanilla EO2 source. 1\. If you put a heal over time or dot on an npc when it is around 25% health it can (rarely) sometimes cause the npc to be unable to attack and unable to be harmed. (when changing the server to display the npcs health, it returns that the npcs are already dead) 2\. If you cast a dot on an npc, your attacks will not harm the npc till the dot ends. -however, if you cast a heal over time on an npc, you can still heal the same npc fine.
  4. Look at the item loot siderbar, thats how i done mine :D, works perfect now.
  5. Gold side, why dont you read through code before you add it to your game. If you cant figure out how to move where it displays, you shouldnt be using it.
  6. A small fix for the fact that if you dont have your spell in the same slot on the hotbar as the slot in your spellbook, the cooldown wont display. Here is the error code >! ' check for cooldown For n = 1 To MAX_PLAYER_SPELLS If PlayerSpells(n) = (Hotbar(i).slot) Then ' has spell If Not SpellCD(i) = 0 Then sRECT.Left = 32 sRECT.Right = 64 End If End If Next you just need to swap the 'i' for n, the loop was created but not used. Replace the above code with this >! ' check for cooldown For n = 1 To MAX_PLAYER_SPELLS If PlayerSpells(n) = (Hotbar(i).slot) Then ' has spell If Not SpellCD(n) = 0 Then sRECT.Left = 32 sRECT.Right = 64 End If End If Next i used the spoiler tags because it holds the line breaks
  7. Yea cheers for replying robin, i did manage to add my own buff system, i put some tips on how to acheive this in the buffer spell tutorial topic.
  8. Hello, I am looking for a pixel artist for my upcomming game Composite Online. The game has been in progress for about a year and has the following features: Guild System Buff System Around 60 Armour/Weapon items, fully paperdolled for female and male Customizable GUI Castle Control PVP System (owner gains a set amount of gold per minute owning the castle) Projectile Ranged System Linear Spells Woodcutting/WoodWork Mining/Smithing Essence/ArcaneCraft harvest and craft system Lightning's Boss Functions installed Here are some sample pieces of art from the game. I have much more in game, however, the graphics shown are not to be used in your own projects. http://img208.imageshack.us/img208/9819/charactertemplate.png http://img9.imageshack.us/img9/5406/coarmorconcepts.png http://img507.imageshack.us/img507/6618/wizardrobe3.png I am looking for an artist (pixel art?) for the entire project, which will require drawing a large amount of different monsters for the players to kill. Several tilesets for different areas and towns. If you are interested in helping with the project, please send me a pm. Screenshots to follow
  9. Anyone who is looking to get this tutorial working, i will tell you kind of how i did it. 1\. Follow tutorial and do everything as it says. 2\. Delete the parts that relate to adding or decreasing the stats 3\. Change it so that everything is stored in the temporary buff rec where you can store .Starttime .Used etc 4\. Change any part of your combat etc that relies on the buff Eg. At the end of the GetDamage mod on server, i added something to say For 1 to max buffs If TempBuff(i).Type = 1 (type 1 = attack buff in my case) then Damage = Damage + TempBuff(i).Vital End If Next I repeated this for the rest of my buff types, this way you have no errors with the stats. If you use this approach, you will not remember a players buff if they log out, this can easily be changed. This way will mean that the buffs will apply for set time, and will be removed without fail. I then looked at the Item Loot Bar and with some very easy tweaks, you can change it so that it shows your TempBuffs. I dont think i couldve coded a buff system from scratch, whilst this tutorial may not work out of the box, the way in which the creator has set the code to work with the temp buffs allows for very easy fixes. I am not very experienced with this engine and i found it easy to change to a working system using simple logic, it took me one attempt to get the system changed over by simply searching the rest of the project for things like how to pull from the recs etc.
  10. Paying for a tutorial on how to add a simple buff system that allows a players stats to be boosted temporarily and reset after the time of the buff has expired.
  11. This is great, so far i have managed to add the following skills: Lumberjack Woodwork Mining Smithing Essence Finding Arcane craft Fishing I simply used this as a basis and changed it so you level up when you hit a resource with a few minor tweaks. I then added the recipe tutorial and changed it so you need a required level to use different harvesting tools and recipes. Works great and can replicate other mmorpgs such as runescape.
  12. I dont really think this can be called a tutorial…. All you told us how to do is to make a box come up in front of the game when you press escape. You didnt tell how to make any buttons or to prevent player from moving or anything useful. Im not saying it is a waste of space, just its basic without any expansion.
  13. Well done sherlock, does anyone know the proper answer to this question, as in changing the order on the fly whilst ingame. Just to clarify, im talking about having a gui where the chacter window, skills window etc can all be displayed at the same time. You can drag the gui windows around as you please. I want the game to allow the user to bring a window to the front by clicking on it, like seen in almost every MMORPG and windows itself…
  14. Just wondering, is it possible to change the display order of the character, inventory, party interface etc around, so when you click the specific interface part, it will bring it on top of the other ones. I tried using Zorder and setfocus but to no avail. Just wondering if anyone has some insight on this. Also i mean, on the fly ingame not in the form editor.
  15. ah cool, didnt realise i could copy and paste full parts from the form,thought i had to manually replicate it. Yea was really easy to do and everything is working now :) Thanks.
  16. Is there any where with a list of changes to the frmMain? or do i need to look manually
  17. This tutorials expects you to have completed this tutorial: http://www.touchofdeathforums.com/smf/index.php/topic,67261.0.html * * * THANK YOU Sekaru (creator of the above tutorial) Sorry if this fix shouldnt be in the tutorial section, however, I decided to add it for the newer users. **For the purpose of the tutorial fix, I will refer to the frame as picInventory, this is to be replaced by the name of the frame; if you want to fix the Spellbook frame, then you would use picSpells.** Part 1.Unfortunately I cannot state exactly what the first problem with the tutorial was, but I think it was something to do with when you move a frame over another frame it would cause a glitch because you have hold of the frame but if it goes under another frame, it doesnt pick up that you are still moving the frame. Also its no good being able to move the inventory by clicking anywhere because it means you cant move your items around without moving the whole inventory. PART ONE fix starts here >! To solve this, you will need to create a boolean to say that you have clicked the right part of that frame and so even if your mouse isnt directly on the frame because you move it too fast then it will still move to your mouse. >! Go to modGlobals and add this anywhere you like: >! ``` 'movement boolean for the GUI MOVEMENT Public MoveCheck As Boolean ``` This just creates a variable with the options of True or False that is global (this means it can be used in any part of the code even if its not in the current module. >! Now go to the Mouse Down sub of the frame Then you want to change this: Private Sub picInventory_MouseDown(Button As Integer, Shift As Integer, x3 As Single, y3 As Single) >! to this >! Private Sub picInventory_MouseDown(Button As Integer, Shift As Integer, x As Single, y As Single) (you can leave it as x3 and y3 if you like but you will need to edit the code later on in this fix) >! now change the part >! XM3 = x3 YM3 = y3 >! to this >! ``` XM3 = x YM3 = y If (y < (-picInventory.height + 290)) Then MoveCheck = True Else MoveCheck = False End If >! ```^^^This code will just make it so that it only lets you move the frame if you click on the top 20 pixels or so and then it flags the boolean we made earlier to say 'yo mate, he clicked the right part of my frame to move me'. Part2.Another problem I had was that you could move the frame out of the game window and it would be unretrievable with a reset GUI button. (I dont tell you how to make a reset gui button because it would be easy to add if you wanted it, instead I stop the problem before it happens). Also I solved was that if you move your mouse too fast it would loose 'grip' of the frame and sometimes this would mean that the frame would stop 1-100 pixels before the boundaries depending on how fast you move your mouse. PART TWO fix starts here >! First things first, you now need to go from the MouseDown to the MouseMove sub. >! Replace this code: Private Sub picInventory_MouseMove(Button As Integer, Shift As Integer, x3 As Single, y3 As Single) >! with this >! Private Sub picInventory_MouseMove(Button As Integer, Shift As Integer, x As Single, y As Single) >! Now you want to change this piece of code >! If Button = 1 Then picInventory.left = picInventory.left + x3 - XM3 picInventory.top = picInventory.top + y3 - YM3 End If >! to this ``` 'Start Of Gui Movement control If MoveCheck = True Then 'if we have something gripped If Button = 1 Then 'if still holding the mouse If (picInventory.Left + x - XM3) > 0 And (picInventory.Left + x - XM3) < 828 Then picInventory.Left = picInventory.Left + x - XM3 'inside max/min value so set it Else ' they were above or below max/min x value If (picInventory.Left + x - XM3) < 0 Then picInventory.Left = 0 ' they were below min x value,set x to min value Else If (picInventory.Left + x - XM3) > 828 Then picInventory.Left = 828 ' they were above max x value,set x to max value End If End If End If End If If Button = 1 Then 'if still holding the mouse If (picInventory.top + y - YM3) > 0 And (picInventory.top + y - YM3) < 418 Then picInventory.top = picInventory.top + y - YM3 'inside the max/min so set it Else ' they were above or below max/min y value If (picInventory.top + y - YM3) < 0 Then picInventory.top = 0 ' they were below min y value,set y to min value Else If (picInventory.top + y - YM3) > 418 Then picInventory.top = 418 ' they were above max y value,set y to max value End If End If End If End If End If 'End Of Gui Movement control >! ```With the above code, you will want to change 828 to the width of your game screen. If you arent sure then just mess around with the number till it matches your screen. >! You also need to change the 418 to the height of your game screen. >! Also it is worth noting, that you do not need to ever set MoveCheck to false because the mousemove function checks if the mouse is held down and then if not it will release anyway, any time you click to move something it will recheck if MoveCheck should be true or false. Part 3\. The last part is to make sure that if you move the frame really fast, it doesnt accidently think you were trying to look at the spell/item description. PART THREE fix starts here >! Change this: With frmMain .picSpellDesc.top = y .picSpellDesc.Left = x .picSpellDesc.Visible = True >! to this >! ``` With frmMain .picSpellDesc.top = y .picSpellDesc.Left = x If MoveCheck = False Then 'if not movin the gui then show the descriptions .picSpellDesc.Visible = True End If >! ``` >! and for the item descriptions change this: With frmMain .picItemDesc.top = y .picItemDesc.Left = x .picItemDesc.Visible = True >! to this >! ``` With frmMain .picItemDesc.top = y .picItemDesc.Left = x >! If MoveCheck = False Then 'if not movin the gui then show the descriptions .picItemDesc.Visible = True End If >! ``` UPDATED - Part 4\. New fix that i found, when you equip an item it doesnt update your stats until you reopen the character window PART FOUR fix starts here Find this code: ``` Sub HandlePlayerWornEq(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim Buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set Buffer = New clsBuffer Buffer.WriteBytes Data() Call SetPlayerEquipment(MyIndex, Buffer.ReadLong, Armor) Call SetPlayerEquipment(MyIndex, Buffer.ReadLong, Weapon) Call SetPlayerEquipment(MyIndex, Buffer.ReadLong, Helmet) Call SetPlayerEquipment(MyIndex, Buffer.ReadLong, Shield) ``` and add this under it 'UPDATE STATS ETC SendRequestPlayerData Sorry if the tutorial/fix is sloppy, im not really a tutorial person but thought id give it a shot. Also sorry if the descriptions of the bugs dont match correctly to the code related to them, I wrote this tutorial after having fixed all the bugs and may not have matched some of the code to the right bug. Hopefully I helped some of you, if you used the tutorial by Sekaru please credit him. If you used this fix please credit me.
  18. Well all you need to do is run the server on the same computer as the client. Just run/compile the server.exe and the client.exe. If you meant can you change the engine to be a single player RPG creator then you could but it would be alot of hassle for what its worth (and i mean alot of hassle). If you are looking for a single player rpg creater try one of the RPGmakers. If you just want to test your game then you just need to run the server and connect to 127.0.0.1 as the IP.
  19. No sorry, nothing there.. im guessing its something to do with render order because the inventory info displays above, any ideas?
  20. Does anyone know why my spell descriptions show under the shop interface, ive tried bringing the spell description and image to the front but no progress. Any idea?
  21. Thanks for this short, sweet and useful piece of code. Very good base for a custom pvp/pk system
  22. Just checking, does this include paperdoll, yeah? Reading this at work on phone
  23. I have it so i can let my user select the area to chat to by clicking on a drop down menu, i also tried using radio buttons. Everything works fine, however, how can i stop the user from selecting something, then when they walk around using arrow keys it starts changing things. I now have it so when they press a key it goes back to chat but it still allows them to change it before chat focus
  24. Just like to add that this is the correct code fixed for the post above: If GetPlayerSex(index) = 0 Then Call BltPaperdoll(x, y, Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll, Anim, spritetop) ElseIf GetPlayerSex(index) = 1 Then Call BltPaperdoll(x, y, Item(GetPlayerEquipment(index, PaperdollOrder(i))).Paperdoll + 1, Anim, spritetop) End If
  25. I have a wierd error, my game runs fine, but when i compile it and run it on my laptop, if i go and chop down a tree it comes up -15 for the damage in red and then |||||||||||||| in green
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